Add character creation screen with race/class/appearance customization

Implements a full character creation UI integrated into the existing flow.
In single-player mode, auth screen now goes to character creation before
entering the world. In online mode, a "Create Character" button on the
character selection screen sends CMSG_CHAR_CREATE to the server. Includes
WoW 3.3.5a race/class combo validation and appearance range limits.
This commit is contained in:
Kelsi 2026-02-05 14:13:48 -08:00
parent 129bbac9b3
commit 0605d1522d
16 changed files with 611 additions and 30 deletions

View file

@ -0,0 +1,226 @@
#include "ui/character_create_screen.hpp"
#include "game/game_handler.hpp"
#include <imgui.h>
#include <cstring>
namespace wowee {
namespace ui {
static const game::Race allRaces[] = {
// Alliance
game::Race::HUMAN, game::Race::DWARF, game::Race::NIGHT_ELF,
game::Race::GNOME, game::Race::DRAENEI,
// Horde
game::Race::ORC, game::Race::UNDEAD, game::Race::TAUREN,
game::Race::TROLL, game::Race::BLOOD_ELF,
};
static constexpr int RACE_COUNT = 10;
static constexpr int ALLIANCE_COUNT = 5;
static const game::Class allClasses[] = {
game::Class::WARRIOR, game::Class::PALADIN, game::Class::HUNTER,
game::Class::ROGUE, game::Class::PRIEST, game::Class::DEATH_KNIGHT,
game::Class::SHAMAN, game::Class::MAGE, game::Class::WARLOCK,
game::Class::DRUID,
};
CharacterCreateScreen::CharacterCreateScreen() {
reset();
}
void CharacterCreateScreen::reset() {
std::memset(nameBuffer, 0, sizeof(nameBuffer));
raceIndex = 0;
classIndex = 0;
genderIndex = 0;
skin = 0;
face = 0;
hairStyle = 0;
hairColor = 0;
facialHair = 0;
statusMessage.clear();
statusIsError = false;
updateAvailableClasses();
}
void CharacterCreateScreen::setStatus(const std::string& msg, bool isError) {
statusMessage = msg;
statusIsError = isError;
}
void CharacterCreateScreen::updateAvailableClasses() {
availableClasses.clear();
game::Race race = allRaces[raceIndex];
for (auto cls : allClasses) {
if (game::isValidRaceClassCombo(race, cls)) {
availableClasses.push_back(cls);
}
}
// Clamp class index
if (classIndex >= static_cast<int>(availableClasses.size())) {
classIndex = 0;
}
}
void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
ImVec2 displaySize = ImGui::GetIO().DisplaySize;
ImVec2 winSize(600, 520);
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2((displaySize.x - winSize.x) * 0.5f,
(displaySize.y - winSize.y) * 0.5f),
ImGuiCond_FirstUseEver);
ImGui::Begin("Create Character", nullptr, ImGuiWindowFlags_NoCollapse);
ImGui::Text("Create Character");
ImGui::Separator();
ImGui::Spacing();
// Name input
ImGui::Text("Name:");
ImGui::SameLine(100);
ImGui::SetNextItemWidth(200);
ImGui::InputText("##name", nameBuffer, sizeof(nameBuffer));
ImGui::Spacing();
// Race selection
ImGui::Text("Race:");
ImGui::SameLine(100);
ImGui::BeginGroup();
ImGui::TextColored(ImVec4(0.3f, 0.5f, 1.0f, 1.0f), "Alliance:");
ImGui::SameLine();
for (int i = 0; i < ALLIANCE_COUNT; ++i) {
if (i > 0) ImGui::SameLine();
bool selected = (raceIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.5f, 1.0f, 0.8f));
if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
if (raceIndex != i) {
raceIndex = i;
classIndex = 0;
skin = face = hairStyle = hairColor = facialHair = 0;
updateAvailableClasses();
}
}
if (selected) ImGui::PopStyleColor();
}
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "Horde:");
ImGui::SameLine();
for (int i = ALLIANCE_COUNT; i < RACE_COUNT; ++i) {
if (i > ALLIANCE_COUNT) ImGui::SameLine();
bool selected = (raceIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1.0f, 0.3f, 0.3f, 0.8f));
if (ImGui::SmallButton(game::getRaceName(allRaces[i]))) {
if (raceIndex != i) {
raceIndex = i;
classIndex = 0;
skin = face = hairStyle = hairColor = facialHair = 0;
updateAvailableClasses();
}
}
if (selected) ImGui::PopStyleColor();
}
ImGui::EndGroup();
ImGui::Spacing();
// Class selection
ImGui::Text("Class:");
ImGui::SameLine(100);
if (!availableClasses.empty()) {
ImGui::BeginGroup();
for (int i = 0; i < static_cast<int>(availableClasses.size()); ++i) {
if (i > 0) ImGui::SameLine();
bool selected = (classIndex == i);
if (selected) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.2f, 0.6f, 0.2f, 0.8f));
if (ImGui::SmallButton(game::getClassName(availableClasses[i]))) {
classIndex = i;
}
if (selected) ImGui::PopStyleColor();
}
ImGui::EndGroup();
}
ImGui::Spacing();
// Gender
ImGui::Text("Gender:");
ImGui::SameLine(100);
ImGui::RadioButton("Male", &genderIndex, 0);
ImGui::SameLine();
ImGui::RadioButton("Female", &genderIndex, 1);
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Appearance sliders
game::Race currentRace = allRaces[raceIndex];
game::Gender currentGender = static_cast<game::Gender>(genderIndex);
ImGui::Text("Appearance");
ImGui::Spacing();
auto slider = [](const char* label, int* val, int maxVal) {
ImGui::Text("%s", label);
ImGui::SameLine(120);
ImGui::SetNextItemWidth(200);
char id[32];
snprintf(id, sizeof(id), "##%s", label);
ImGui::SliderInt(id, val, 0, maxVal);
};
slider("Skin", &skin, game::getMaxSkin(currentRace, currentGender));
slider("Face", &face, game::getMaxFace(currentRace, currentGender));
slider("Hair Style", &hairStyle, game::getMaxHairStyle(currentRace, currentGender));
slider("Hair Color", &hairColor, game::getMaxHairColor(currentRace, currentGender));
slider("Facial Feature", &facialHair, game::getMaxFacialFeature(currentRace, currentGender));
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Status message
if (!statusMessage.empty()) {
ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
ImGui::TextColored(color, "%s", statusMessage.c_str());
ImGui::Spacing();
}
// Buttons
if (ImGui::Button("Create", ImVec2(150, 35))) {
std::string name(nameBuffer);
if (name.empty()) {
setStatus("Please enter a character name.", true);
} else if (availableClasses.empty()) {
setStatus("No valid class for this race.", true);
} else {
game::CharCreateData data;
data.name = name;
data.race = allRaces[raceIndex];
data.characterClass = availableClasses[classIndex];
data.gender = currentGender;
data.skin = static_cast<uint8_t>(skin);
data.face = static_cast<uint8_t>(face);
data.hairStyle = static_cast<uint8_t>(hairStyle);
data.hairColor = static_cast<uint8_t>(hairColor);
data.facialHair = static_cast<uint8_t>(facialHair);
if (onCreate) {
onCreate(data);
}
}
}
ImGui::SameLine();
if (ImGui::Button("Back", ImVec2(150, 35))) {
if (onCancel) {
onCancel();
}
}
ImGui::End();
}
} // namespace ui
} // namespace wowee